Florence Oloff (IDS Mannheim)
References (*suggested readings)
*Oloff, F. (in press). Show imperatives in smartphone-based showing sequences
in Czech and German. Gesprächsforschung – Online-Zeitschrift zur verbalen Interaktion.
Oloff, F. (2019). Das Smartphone als soziales Objekt: Eine multimodale Analyse
von initialen Zeigesequenzen in Alltagsgesprächen. In K. Marx & A. Schmidt (Eds.), Interaktion und Medien. Interaktionsanalytische Zugänge zu medienvermittelter Kommunikation. Heidelberg: Winter Verlag, 191-218.
*Raclaw, J., Robles, J. S., & DiDomenico, S. M. (2016). Providing Epistemic
Support for Assessments Through Mobile-Supported Sharing Activities. Research on Language and Social Interaction, 49(4), 362-379. https://doi.org/10.1080/08351813.2016.1199089
Analysing the complexity of smartphone-based showings: different types of digital showables and their assessment
In smartphone-based showing activities, participants jointly look at and comment on digital content on screen. Previous research has underlined how mobile devices can provide “epistemic support” for formulating assessments in the course of such showings, as the sharing of the digital content provides direct access to the referents in question (Raclaw et al. 2016). Smartphones are interesting objects in the sense that they can provide access to numerous types of digital assessables(e.g., visible and/or audible, dynamic or static, personal or publicly available), and can themselves be shared in different ways (e.g., held up, tilted, handed over). In this workshop, I propose that we take a closer and more systematic look at how assessments within smartphone-based showing sequences are multimodally organized. I will first give a short introduction to the overall organization of showing sequences (cf. Oloff 2019, in press). Based on examples from everyday conversations in German and Czech, I will then present a number of cases in which assessments play a central role. By considering various types of digital content (pictures, text, and videos), we will look at both “material” and “digital” affordances, how participants can refer to these through audible and visible conduct, and how different ways of recording these showings (with and without access to the device screen) might impact our understanding of these sequences and how we proceed for building a collection.
Burak S. Tekin (Ankara Yıldırım Beyazıt University)
e-Mail: firstname.lastname@example.org | email@example.com
Accounting for the Body
In this workshop, the focus will be devoted to the player’s body in Kinect video game playing activities, in which the players are required to produce their game moves with their entire bodies. I will first introduce the data and describe the interactional ecology of these video game playing activities which affords various kinds of participation frameworks. Then, I will present different sets of collections in which the player’s body is endogenously oriented to and treated as assessable, instructable, correctable and accountable. Particularly examining the sequences in which the bodily movements of players lead to negative results for the players in the game, we will elucidate the interactional practices through which the participants account for the body. These practices include but are not restricted to accepting the responsibility of the game results, claiming to be doing the game movements correctly, and soliciting explicit accounts for why the machine is not recognizing the movements. Then, we will concentrate on whether and how these practices are responded to by the participants watching the game play. In this way, we will be able to work out the interactional intricacies involved in the work of accounting for the body. Throughout the workshop, we will discuss the similarities and differences of the fragments presented, and we will consider whether and to what extent they fit to the main collection of accounting for the body. This discussion will also enable us to consider the link between the work of accounting for the body and the work of attributing responsibility for the negative game outcomes.
Goodwin, C. (2000). Action and embodiment within situated human interaction.
Journal of Pragmatics, 32, 1489-1522. https://doi.org/10.1016/S0378-2166(99)00096-X
Basel Team (University of Basel)
Sofian Bouaouina, Laurent Camus, Federica D’Antoni, Thomas Debois, Guillaume Gauthier, Philipp Hänggi, Mizuki Koda, Yeji Lee, Lorenza Mondada, Julia Schneerman, Hanna Svensson
Exploring complex arrangements of bodies and objects in social interaction
This workshop has the objective of discussing a multimodal approach of complex participation frameworks and interactional spaces, in which local contingencies play an important role on the progressivity of the activity, assemblages of bodies are unplanned and locally negotiated, and relations between participants, the local ecology and environing materialities are dynamically emergent. On the basis of a piece of data that is representative of the two big projects in which the Basel Team is currently involved (one on encounters between strangers in public space, the other on multisensoriality and food), extracted from a video-recording of a food stand in a market, the workshop will reflect on how to approach such complex encounters, in which passers-by possibly become customers, customers queue and mingle together, interacting with the seller but also with other people, in the midst of exchanging objects at the counter, such as money, products, and samples to taste. The workshop intends to explore the richness and productivity of such situation to reflect about fundamental aspects of social interaction, such as the situation of co-presence and the opening of an encounter, the normativity, institutionalityand sociality of an encounter, the sequential organization of queuing, serving, initiating requests and questions, giving and taking objects, and the fluid establishment and transformation of interactional spaces and participation frameworks.